Oculus SDK for Windows Sample Project Error
When trying to run the sample project provided in the Oculus PC SDK for Windows, I get the error that it is unable to start the program due to LibOVRKernel.lib as it is not a valid Win32 application. Does anyone have any advice on how to get the sample project running? I am attempting to use Visual Studio 2022 if that helps, while the files provided are VS2017 and VS2015.Solved2.3KViews0likes1CommentPorting C++ Native PC SDK with OpenGL to OpenXR Guidance Request
Need to port unpublished Oculus Rift C++ OculusSDK, Platform SDK, and Avatar SDK (w. OpenGL) application that is working Ok to OpenXR due to deprecation of native SDK, where might I find guidance / documentation / examples on how to do this?1.1KViews0likes0CommentsHandtracking in PC SDK
Hi. Is it possible to do handtracking with the PC SDK? Reading through the documentation didn't help. We build simulators, and our product currently uses Leap Motion to do the tracking and interact with virtual buttons. For what I understood this is only doable in Unity, am I wrong? Can someone confirm this is doable outside of Untiy/Unreal Engine? Thanks.2.4KViews4likes2CommentsAdvice on using OVR_CAPIShim
Hey, I have a project that has been linking with the OVR libs that I'd like to switch to using OVR_CAPIShim and OVR_CAPI_Prototypes, but I can't find more than a sentence or two of documentation on using this. Does anybody have experience with this they can share? I tried just naively including OVR_CAPIShim.c into the project, but it produces a handful of errors in SoftPub.h, which seems to be a Win10 SDK header. softpub.h(146): error C2065: 'IN': undeclared identifier softpub.h(146): error C2146: syntax error: missing ')' before identifier 'PCRYPT_PROVIDER_DATA' softpub.h(176): error C3646: 'pfnPolicyCallback': unknown override specifier softpub.h(176): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int Any help appreciated EDIT: solved, something in precompiled headers was messing it up970Views0likes0CommentsTimewarp broken in 1.35.0 ?
Hi, I currently have two games published on Steam since some months, recently people updated to 1.35 and complained "everything does not work any more", the camera/tracking becomes all jittery/erratic and looks like "watching through a wobbly pudding". After re-compiling everything, upgrading the firmware/etc. I see exactly the same they see. I manage to track down the problem and seems this happens when I enable, in my code, the Timewarp feature. Now the difference with/without it, is minimal, visually "none", in code, little. My code more or less does "about the same" that is doing in OculusRoomTiny with the differences : 1. I use the "waitframe" method 2. I use FSAA ( so I have some more texture to resolve in ) The almost only differences between timewarp/non timewarp are that when I call : p = ovrMatrix4f_Projection(eyeRenderDesc[eyeIndex].Fov, zNear, zFar, ovrProjection_None); there's also an #ifdef DO_TIMEWARP posTimewarpProjectionDesc = ovrTimewarpProjectionDesc_FromProjection(p, ovrProjection_None); proj = Matrix4(p); #endif and a bit later on : #ifndef DO_TIMEWARP ovrLayerEyeFov ld = {}; ld.Header.Type = ovrLayerType_EyeFov; ld.Header.Flags = 0; #else ovrLayerEyeFovDepth ld = {}; ld.Header.Type = ovrLayerType_EyeFovDepth; ld.Header.Flags = 0; ld.ProjectionDesc = posTimewarpProjectionDesc; ld.SensorSampleTime = sensorSampleTime; #endif For the rest "the main cycle is the same", it was all working before this latest update now it doesn't. Any suggestions what I should look at ? Thanks in advance.687Views0likes2CommentsLooking for GLFW sample code using latest SDK (1.35)
All samples I found online are old. I'm getting an `ovrError_MismatchedAdapters` error when calling `ovr_CreateTextureSwapChainGL` I'm missing something. ovr_Create returns an adapter id but not sure how to pass it to gltfw or check if it's the one currently selected. Thanks everybody, Diego.793Views0likes2CommentsovrInput State: How to get button state correctly
I'm a native C# coder so my C++ is a little rusty. How can you check if a button was pressed in this frame and not just held down? Is there an event or something I can hook into instead of using a while statement? while (true) { ovrInputState inputState; if (OVR_SUCCESS(ovr_GetInputState(session, ovrControllerType_Touch, &inputState))) { if (inputState.Buttons & ovrButton_Enter) { std::cout << "Pressed" << std::endl; } } }898Views0likes1Comment